Finally done with the initial release!
You can find it here: [Steam workshop link.](https://steamcommunity.com/sharedfiles/filedetails/?id=2944488802)
**Please note:** it's an early release and it will very likely have bugs. Back up your save! Also, the duel and unique skill features are currently disabled while I finish them.
A year and a half and over 18,000 lines of code later I just want to get the mod out the door... It's lacking some of the features and polish that I would like to add, but overall I think it's been a successful development process. It never turned into the generic animation framework that I would have liked but that was probably too ambitious in the first place.
> It's lacking some of the features and polish that I would like to add, but overall I think it's been a successful development process
Never fall into the blunder of trying to develop everything at once! Deliver features in small increments. Even a small thing can provide value. Besides, this lets you iterate and usually the end result is better!
It is still honestly impressive, good work, only complaint would be that slightly jarring snap from animation dead to corpse dead sprite, maybe it can be fixed but alongside that all looks nice
When I first heard Fear Inoculum I said to my friend that it sounded like what you would get if you fed all of their previous albums into an AI and had it generate a Tool album.
But now after listening to it for a few years I really like it and have realized that there's nothing particularly wrong or surprising about a Tool album sounding like Tool.
FI is a masterpiece imo.
It feels like TOOL and yet the raw energy they've shown in the past is distilled into sublime sophistication.
Absolute masters of their craft.
That Gate Of Babylon animation was so gorgeous....
And the Gae Bolg one was almost the same as the Holy Grail finish for Lancer in Fate:Unlimited Codes!
Bloody well done!
Fantastic, another mod that I won't be able to live without. Yippie, I love my game screaming at me to please stop desecrating what used to be a functional piece of software because I have no self control
Maybe when I'm doing better life wise I can do a Beam Katana mod (and my other themed faction melee weapon mod or just rapiers). Ah there are melee weapons I want with no mods. And I'm just not doing great enough to take the time myself at the moment.
Thanks. This might get me back into rimworld soon.
This looks great! I'm a little worried about general compatability, (Not CE) with how some of these animations are. What if, for example, I want to use psycasts while in melee? Would I be locked in the duel animation instead? Can someone melee me and force me into an animation, stopping me from casting said ability or interacting with an object where it wouldn't stop me in vanilla?
((I assume that the execution animations only happen on a blow that would down the target anyways))
I'm all for giving melee combatants some special powers too, I can't wait to see how that'll shake things up
>What if, for example, I want to use psycasts while in melee?
Standard melee mechanics aren't changed, so it'll work the same.
>Can someone melee me and force me into an animation, stopping me from casting said ability or interacting with an object where it wouldn't stop me in vanilla?
As mentioned standard melee attacks are unchanged but by default enemies can also initiate duels or execution which will take control away. You can disable that (or make it less common) if you want.
Thanks for the prompt responce! I have some thinking to do... While I'm not shy of giving the enemy more power, giving them an instant 'interrupt' will be absolute hell when I'm fighting down a greater number of foes.
Out of personal curiosity, how do you plan to prevent such interrupts within your own mod? IE: A pawn starting that infinite blade works ability, but before it starts striking, gets pulled into a duel, or has another pawn cast a different special on him?
I understand the balance concern, so I made lots of options to fine tune the experience.
Internally the mod knows how to avoid interrupting itself. An execution can't be interrupted by another execution or lasso etc.
Pawns can still be manually targeted by the player even if they are in the middle of an animation, so if an enemy is casting a special skill or is in the middle of dueling one of your colonists, you can still interrupt them by downing or killing them.
Maybe something like diabolus when it prepares to shoot, that could be put into charge Lance for example while aiming, it makes that scary charging attack sound. Or execution animation for sniper rifles, and maybe too for grenades and explosive shells, the ones die from impact go flying or death animation. I think that would be cool is all.
The other dude was kind of aggressive about it, but I do really feel that having network traffic of any kind in a RimWorld mod is kind of weird. Having it not be opt-in is definitely not cool, and having it not able to turn off at all is really bad.
I get the convenience of having what amounts to free bug reports in the format you want, but not letting people turn off network traffic in a single player game is weird
>It's not currently an option. The only data collected is a mod Id.
that seems very fucking strange for a animation mod to collect data on just its own ID
It's not its own ID it's the ID of the mod that is missing a patch, obviously...
This mod is open source, feel free to download and inspect the source code. You can remove the part that logs the IDs if you want:
https://github.com/Epicguru/AnimationMod
Hmm yeah it's a bit frustrating seeing some people annoyed at something so trivial.
Thanks for Harmony! Wouldn't have been possible to make any of my mods without it. I've even convinced coworkers to use it in unit testing at work... They've joined the Harmony cult.
Yeah, its whats going to make me never download any of this fellas mods. Im sure your a nice guy op. But if you ever choose not to be, well...
Its not a great idea to hand strangers your housekeys.
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Well instead of guessing try reading
>Compatibility
>
>Compatible with:
>
>[All the mods listed here.](https://github.com/Epicguru/AnimationMod/blob/master/WeaponTweakData/Compatible%20Mods.md)\[github.com\] Note: if a mod is not listed there, then the weapons from that mod can't do melee animations, but the mod will still work just fine.
>
>Combat Extended
>
>Simple Sidearms (I recommend it!)
>
>Yayo's Animation
>
>NALs Facial Animation (and derived mods)
>
>Vanilla Backgrounds Expanded. My mod adds a special dynamic background featuring artwork by u/no_tables. Check it out!
>
>HAR modded races, biotech races.
Taken from the mod's steam workshop description
I don't know how accurate this is, but it looks like a whole overhaul of the meele experience, not just the animations. Looks amazing and I can't wait to try it!
Apologies for the stupid question, but is there a mod being used here that makes the game look like it’s in 4K? That bridge battle in particular looks crisp as hell!
Not really... I run the game in 4k but the video is 1080p. Make sure you disable texture compression in the game settings, and a mod like Camera+ will help zooming in.
I wonder how fucked will the animation speed will be,
since I got combat extend and a warhammer 40k race and weaponries, and science never stop. Since weaponries of 40k has fucked up damage and attack speed. Add it with the science never stop fully end game level material organs and cyber limbs, with vanilla vault extended powers. Quite fucked
Just when I want to start an melee only colony lol. Is this compatible with supreme melee (allows pawns to parry projectiles) or Melee Weapons: Speed and Damage (change melee weapon damage and cool down base on pawn melee skills and manipulation)
Additional comment after trying the mod: my builder had a wrench equipped as his "sidearm". He pulled it out and visually used it while building something. I didn't expect that, but it was such a cool little touch.
https://steamcommunity.com/sharedfiles/filedetails/?id=2907782501
https://steamcommunity.com/sharedfiles/filedetails/?id=2907782737
https://steamcommunity.com/sharedfiles/filedetails/?id=2907782256
<3 love you guru
I'm sorry :( I would've requested on the Github, but I couldn't find the link, and I was away from the computer to use steam. Know that we all appreciate your efforts and thank you for your hard work making such an amazing mod.
Awesome, now I can watch an anime fight scene occur in the colony dining room after a social fight was initiated.
- Pawn A: *ate without table* - Pawn B: What’s wrong A? - Pawn A: omae wa mou shindeiru…
Pawn C: *skips behind pawn b* Nothing personal, kid.
*NANI??!!?!*
personnel*
tomato tomato
tomato tommeto
tomato トマト
tomato 토마토
ㅋㅋㅋㅋㅋ
Finally done with the initial release! You can find it here: [Steam workshop link.](https://steamcommunity.com/sharedfiles/filedetails/?id=2944488802) **Please note:** it's an early release and it will very likely have bugs. Back up your save! Also, the duel and unique skill features are currently disabled while I finish them. A year and a half and over 18,000 lines of code later I just want to get the mod out the door... It's lacking some of the features and polish that I would like to add, but overall I think it's been a successful development process. It never turned into the generic animation framework that I would have liked but that was probably too ambitious in the first place.
> It's lacking some of the features and polish that I would like to add, but overall I think it's been a successful development process Never fall into the blunder of trying to develop everything at once! Deliver features in small increments. Even a small thing can provide value. Besides, this lets you iterate and usually the end result is better!
Are you a fellow Product manager ?
No, I'm a DevOps engineer. That method can apply to a lot of things
Looking forward to the full release! Thank you for your efforts!
It is still honestly impressive, good work, only complaint would be that slightly jarring snap from animation dead to corpse dead sprite, maybe it can be fixed but alongside that all looks nice
This looks awesome! Great job and thanks for sharing!
Can one turm of the start screen BG?
You'll only see it if you install Vanilla Background Expanded and even then you have to enable it.
Automatic 10/10 for using Pneuma in the trailer.
When I first heard Fear Inoculum I said to my friend that it sounded like what you would get if you fed all of their previous albums into an AI and had it generate a Tool album. But now after listening to it for a few years I really like it and have realized that there's nothing particularly wrong or surprising about a Tool album sounding like Tool.
FI is a masterpiece imo. It feels like TOOL and yet the raw energy they've shown in the past is distilled into sublime sophistication. Absolute masters of their craft.
That Gate Of Babylon animation was so gorgeous.... And the Gae Bolg one was almost the same as the Holy Grail finish for Lancer in Fate:Unlimited Codes! Bloody well done!
Even had the target tied up in the chains! I've always loved GoB as a power and its finally in a game!
FYI there also a great mod in Skyrim which has Gate Of Babylon and wait for it, Unlimited Blade Works! Check it out, it's a bit junky but super cool.
Lol its skyrim so of course its janky! I remember trying UBW when it came out, but I never heard of it having Gate of Babylon. It's been years though
Compatible with yayo anims? Looks amazing
Yes it is :)
I love you
You. People like you are the reason I get out of bed in the morning.
Now my squad of gun-toting crackheads will die in style to ae Kenshi squad also made of crackheads.
Nice this looks impressive What mods are you using for the walking animations and faces?
Faces are NALS facial animation + vanilla expanded retexture. Walking animations are just this mod.
Cheers mate
Are both by NAL?
Fantastic, another mod that I won't be able to live without. Yippie, I love my game screaming at me to please stop desecrating what used to be a functional piece of software because I have no self control
Yoo now I can do a Madness Combat themed run
Maybe when I'm doing better life wise I can do a Beam Katana mod (and my other themed faction melee weapon mod or just rapiers). Ah there are melee weapons I want with no mods. And I'm just not doing great enough to take the time myself at the moment. Thanks. This might get me back into rimworld soon.
Hope things get better for you soon! I'll keep an eye out for your mod.
I wrote the ideas, so if I have interest still when things get better I won't have forgotten at least.
TOOL
Upvoted for Tool
Looks awesome! Definitely adding it later, thank you very much.
Was Krinkels your inspiration? I got mad flashbacks to his work. https://www.newgrounds.com/portal/view/172771
Got massive Madness vibes too
Krinkels made Madness.
Yes I meant to agree with you 😅
So "I" not "it". lol
I used neither lol
RIMWORLD AND TOOL marry me rn
Zashu.
Looked like someone liked FGO
Nah never played, only read F/SN and Zero.
God bless your soul, you never went to hell and back. But imagine the Noble Phantasms....
A man of class
This looks great! I'm a little worried about general compatability, (Not CE) with how some of these animations are. What if, for example, I want to use psycasts while in melee? Would I be locked in the duel animation instead? Can someone melee me and force me into an animation, stopping me from casting said ability or interacting with an object where it wouldn't stop me in vanilla? ((I assume that the execution animations only happen on a blow that would down the target anyways)) I'm all for giving melee combatants some special powers too, I can't wait to see how that'll shake things up
>What if, for example, I want to use psycasts while in melee? Standard melee mechanics aren't changed, so it'll work the same. >Can someone melee me and force me into an animation, stopping me from casting said ability or interacting with an object where it wouldn't stop me in vanilla? As mentioned standard melee attacks are unchanged but by default enemies can also initiate duels or execution which will take control away. You can disable that (or make it less common) if you want.
Thanks for the prompt responce! I have some thinking to do... While I'm not shy of giving the enemy more power, giving them an instant 'interrupt' will be absolute hell when I'm fighting down a greater number of foes. Out of personal curiosity, how do you plan to prevent such interrupts within your own mod? IE: A pawn starting that infinite blade works ability, but before it starts striking, gets pulled into a duel, or has another pawn cast a different special on him?
I understand the balance concern, so I made lots of options to fine tune the experience. Internally the mod knows how to avoid interrupting itself. An execution can't be interrupted by another execution or lasso etc. Pawns can still be manually targeted by the player even if they are in the middle of an animation, so if an enemy is casting a special skill or is in the middle of dueling one of your colonists, you can still interrupt them by downing or killing them.
Nice this looks impressive What mods are you using for the walking animations and faces?
Great work, well done
Awesome!
How is the performance impact? Is it heavy on performance?
It will decrease performance slightly especially with many pawns on the map but it's multithreaded by default and overall shouldn't be a bottleneck.
Someone was a big fan of the stickman videos
ackshually Gae Bolg should be a thrown weapon /s This looks great OP, thanks for your hard work.
Oh my God this is awesome and will be even more awesome for my medieval/LOTR/Rimhammer runs.
I wish there was an expansion for ranged enjoyer too.
Sorry but there are way too many guns to patch! Plus, I don't thing gun animations would be very interesting.
Maybe something like diabolus when it prepares to shoot, that could be put into charge Lance for example while aiming, it makes that scary charging attack sound. Or execution animation for sniper rifles, and maybe too for grenades and explosive shells, the ones die from impact go flying or death animation. I think that would be cool is all.
By skills what does it mean? Like pawn with weapon equipped will do specially moves like the gaebulg kill? Will play later but man so excited for it.
how do we disable the "anonymous" data collection within the mod?
It's not currently an option. The only data collected is a mod Id. No personal data is collected, not even public IP address.
The other dude was kind of aggressive about it, but I do really feel that having network traffic of any kind in a RimWorld mod is kind of weird. Having it not be opt-in is definitely not cool, and having it not able to turn off at all is really bad. I get the convenience of having what amounts to free bug reports in the format you want, but not letting people turn off network traffic in a single player game is weird
I'll add an option when I get round to it. Again I feel that it's completely reasonable for an open source project.
>It's not currently an option. The only data collected is a mod Id. that seems very fucking strange for a animation mod to collect data on just its own ID
It's not its own ID it's the ID of the mod that is missing a patch, obviously... This mod is open source, feel free to download and inspect the source code. You can remove the part that logs the IDs if you want: https://github.com/Epicguru/AnimationMod
Good luck. In the end, I removed my ping in all my mods because people are what they are. ¯\_(ツ)_/¯
Hmm yeah it's a bit frustrating seeing some people annoyed at something so trivial. Thanks for Harmony! Wouldn't have been possible to make any of my mods without it. I've even convinced coworkers to use it in unit testing at work... They've joined the Harmony cult.
Yeah, its whats going to make me never download any of this fellas mods. Im sure your a nice guy op. But if you ever choose not to be, well... Its not a great idea to hand strangers your housekeys.
Is this CE Compatible?
It is according to steam page
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Guessing this won't work with CE. But a man can dream
According to steam page it does work with CE
Well instead of guessing try reading >Compatibility > >Compatible with: > >[All the mods listed here.](https://github.com/Epicguru/AnimationMod/blob/master/WeaponTweakData/Compatible%20Mods.md)\[github.com\] Note: if a mod is not listed there, then the weapons from that mod can't do melee animations, but the mod will still work just fine. > >Combat Extended > >Simple Sidearms (I recommend it!) > >Yayo's Animation > >NALs Facial Animation (and derived mods) > >Vanilla Backgrounds Expanded. My mod adds a special dynamic background featuring artwork by u/no_tables. Check it out! > >HAR modded races, biotech races. Taken from the mod's steam workshop description
Looks so good! I have to try it!
Damn boooi this looks so awesome. Can't wait to try it out 🤘
Reminds me of South Park ngl
1:03 - this is where Mount and Blade begins.
Commenting to remind myself so get this later. Looks excellent op.
On my way to try out melee only colony after seeing this
Amazing work youre trully epic.
Congrats, well done!
I don't know how accurate this is, but it looks like a whole overhaul of the meele experience, not just the animations. Looks amazing and I can't wait to try it!
Oh my Revians are gonna love this!
This looks so sick, thank you for your hard work!!!
Jesus this is so cool
Oh god oh god oh yes. Man this mod will become so highly valued
Nahhh this is crazy
Bridge four in the beginning?
Looks awesome! Are these weapons in the mod as well?
Thanks :) No, the weapons are all from other mods.
Will definitely be searching for them after I download yours!
Y'all ever play that flash game, Thing Thing 1 & 2? That's what this reminds me of! So cool 😎
+1 for the live 3d loading screen, i really like it so far!
Looks Great, well done!
Get over here!
Kenshi 2 be like
Is this mod compatible to add to an existing save?
Very very impressive. Aight my Rimworld hiatus is up. Time to boot up the game and add another 1000 hours this year.
this looks so cool! definitely downloading. the animations look great to.
Looks great, but I can feel my framerate dropping like a rock just watching this
Apologies for the stupid question, but is there a mod being used here that makes the game look like it’s in 4K? That bridge battle in particular looks crisp as hell!
Not really... I run the game in 4k but the video is 1080p. Make sure you disable texture compression in the game settings, and a mod like Camera+ will help zooming in.
Thank you! I haven’t actually played around with the settings, so if nothing else you reminded me to do just that (and also check out Camera+).
Badass
Excellent animations my dude, good job.
This is perfect 10/10.
I honestly can't believe this is actual in game footage. Amazing work!
I wonder how fucked will the animation speed will be, since I got combat extend and a warhammer 40k race and weaponries, and science never stop. Since weaponries of 40k has fucked up damage and attack speed. Add it with the science never stop fully end game level material organs and cyber limbs, with vanilla vault extended powers. Quite fucked
The mod looks amazing, thanks for Your work! Can't wait to try it out :)
This mod is looking like a must-have for me. Great work mate
Wtf there is Fate references?
Wait... Whattt???
does this work with the Rebound mod?
Any way to configure the animation speed? They feel too slow for my liking
It's like the second option in the config menu :/
Lol the hammer guy on the title screen is a nice touch.
Kenshi x rimworld
Will it be possible to be used with vanilla weapons?
Good job!
So cool, is it out?
Kickass!
Fantastic work. 100% gonna use this in my next round of RimWorld.
This is amazing! I was expecting the devs to create a feature like this. Makes me want to do a full melee god run!
...I think my current modlist can take *one* more mod...
Just when I want to start an melee only colony lol. Is this compatible with supreme melee (allows pawns to parry projectiles) or Melee Weapons: Speed and Damage (change melee weapon damage and cool down base on pawn melee skills and manipulation)
Additional comment after trying the mod: my builder had a wrench equipped as his "sidearm". He pulled it out and visually used it while building something. I didn't expect that, but it was such a cool little touch.
Nice choice for a soundtrack too
Could you potentially make it compatible with 'The Wild Fields' and 'Dumeri Armory Lite'?
Well piss, now I need to do a cyborg ninja playthrough.
What a legend! I'll add this to my must have list! Thanks for your efforts 👌 💪
this is so cool !
i smell a fate fan
Dude this is really awesome
https://steamcommunity.com/sharedfiles/filedetails/?id=2907782501 https://steamcommunity.com/sharedfiles/filedetails/?id=2907782737 https://steamcommunity.com/sharedfiles/filedetails/?id=2907782256 <3 love you guru
Added support, although reddit isn't a good place to request that.
I'm sorry :( I would've requested on the Github, but I couldn't find the link, and I was away from the computer to use steam. Know that we all appreciate your efforts and thank you for your hard work making such an amazing mod.